PRODUCTION CYCLE 303
USEFUL FEEDBACK
Clint Hocking, Creative Director
Ubisoft
Sadly, everyone is a critic, and because design is something everyone thinks
they can do, everyone seems to think they are entitled to give feedback on the
design and have that feedback be integrated. What is the best way for an artist,
producer, designer, or manager to give feedback on code? The answer is: go learn
how to program, work your way up from intern to lead, and then conduct a thorough
code evaluation and present that feedback in writing. Unfortunately, it is true that
because design is so ill-defined and because we tend to not be rigorous, we are sub-
ject to this kind of input in ways that programmers or producers are not. This is our
fault. We need to develop and improve our methodologies and work on formalizing
our field and developing ourselves and our abilities to the point where some guy off
the street who happens to like Quake does not have a 50–50 chance of being as good
or better than any working designer. Until we reach the level where there is a quan-
tifiable skill-set that is possessed only by designers, until we get past the ‘wouldn’t it
be cool if. . .’ approaches to design, we will always be required to integrate feedback
from people in other professions. That said, programmers and producers and artists
out there have valuable design feedback. This is because they are engaged by design
problems; they are analytical; and they know what they are talking about as much
as your average designer. The best way for them to give their feedback is simply to
be able to analyze and criticize the design in the same vocabulary as the designer.
In other words, by coming to speak to me in my own language, you have shown that
you understand my field. It’s the same with art and programming and production.
It can be a challenge to get engineers, artists, and designers to effectively com-
municate with each other. We don’t yet have a full formalized vocabulary for talk-
ing about and, thereby, facilitating design. This is a primary goal for modern game
designers. Go read the books, lectures, or papers of Doug Church, Mark Leblanc,
Harvey Smith, Chris Crawford, Raph Koster, Ben Cousins, Robin Hunicke—or ba-
sically any designer who is linked off of their websites or blogs. Then you will start
to understand how to communicate with designers. Then you won’t be coming to
your designer and saying, ‘I think it would be cooler if ….’ When you can do that,
you will find yourself in one of two positions: you’ll either find yourself talking to a
designer who designs by saying ‘wouldn’t it be cool if’—in which case your project
is probably in trouble, or you will find a designer who can communicate with you,
in which case, everyone wins. Designers need to be more thorough, and when they
become more thorough, they will expect those who want to discuss design with
them to be thorough as well.